Comment by jesse__
I've been working on a 3D voxel-based game engine for like 10 years in my spare time. At this point it's getting pretty close to being shadertoy for voxels.
https://github.com/scallyw4g/bonsai
I recently ported the terrain generators to the GPU, and increased the visible volume to 1 billion voxels cubed. I did a short YouTube video about it.
https://www.youtube.com/watch?v=bLfgjWsM1PI
I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better.
Awesome, looking forward to use this. What was the hardest part of this project? What motivated you to attempt creating this?